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Bundle

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Bundle last won the day on December 12 2023

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  1. If you're partly referring to my post, that's not what I said. The contributors should definitely listen to the community for feedback. But I don't think the majority of the player base are game designers and that should be accounted for when listening to their suggestions. You're getting something someone else put labor into for the price of absolutely free. You make it sound like users are owed something from the contributors, who maliciously refuse to fulfill their commitment. The way this was written makes your post come across as extremely entitled. Even if it was the case that the community is owed something, they can still "defend" themselves. They can create their own fork(s), catch the overflow of people who leave WizDen and point at the laughing stock of round-based multiplayer role playing games.
  2. Bundle

    Chem Rework?

    Seeing as this is currently what people who play chemist specifically sign up for I can imagine a number of them will not like this change. Some jobs are chosen by people because of the smaller amount of expected player interaction or the comfort of routine. Not saying it should or shouldn't be changed, but saying some players won't have their enjoyment lessened when the chemical dispenser gets removed is disingenuous. This is anecdotal, I've seen shifts that contradict what you're saying. But even if we assume it's true that in general cargo does not prioritize medical, I think that when the chemical dispenser gets removed this meta will change. There's a distinction between getting upset at change in general and getting upset about specific changes. When considering early access we seem to agree about the former, but I think getting upset at the latter can still be reasonable. If the Space Wizards Federation was a indie studio making a closed source game I'd agree. But instead it's completely depended on what contributors feel like adding, changing or removing and what they have the time for. You decided to not make a PR, they've decided to make a PR changes a mechanic. I don't think this is equivalent seeing as games that hide behind early access aren't free open source games. We're not paying customers. The contributors don't owe us more content, nor are they accountable to us. Apart from that I've heard people make the comparison that SS14 has about 10% of the content of a average SS13 server, and that game's been in development for two decades. So I don't think calling SS14 early access is a stretch. Self-evident. I only speak for myself here, but I don't trust the community to make this game. I trust the community to speak up about what works and especially what does not work. I trust the people making the game to use this information to update the game. I don't expect a customer at a restaurant to instruct the chef how to prepare a meal, that's what the chef's for. I do expect a customer to express themselves after the medium-rare steak they ordered was presented as shoe leather.
  3. I have a hard time understanding what you're trying to convey. I'm going to be frank, this reads as a copypasta. It makes me wonder, did I get got? Please consider doing so going forward.
  4. To come back to OP, first of all I'd advice to do a bit more proofreading. I believe that currently the length of and the repetitiveness of the post dissuade people from thoroughly reading and responding to it. When you say "we" I think you're referring to a vocal minority. I've not seen anyone apart from you showing interest in playing on an anarchy server, at least after the novelty would've worn off. I also think that the people in the ban section are less of a Survival of the Robustest and more of a Rules for Thee, but not for Me type of crowd. People will join hoping to be oh-so creative as to slip the captain, steal their ID and take over the bridge. Only to be killed and gibbed at arrivals (if the place isn't spaced at that point) by some technical assistants communicating with each other on Discord and calling you slurs after the fact. If you somehow get passed them you'll just die to an airlock, because all of them will have been turned into door traps after the first 2 minutes of the shift. Anyone can correct me if I'm wrong, but aren't Minecraft anarchy servers the minority? I don't think most people would mind knocking down what other people build, but I know people would definitely mind other people knocking down what they build. This leads most people to play on what you refer as "bureaucratic servers where you weren't allowed to grief". There will be a subset of players that will want to play on an anarchy server, but I don't think SS14 currently has the player base needed for that group to be large enough to populate a healthy server. Results may vary on these suggestions, but I still believe them to be more productive then your current course of action: Start a topic announcing you plan on starting a server or ask if anyone would be interested in joining such a server Advertise/shout-out existing servers you'd like to see more populated Post in topics like (Off-Topic:) 2023 Rules Feedback suggesting one of the less used WizDen servers (Spider or Vulture) should become an anarchy server. Set up a way for like-minded people to donate to help cover server costs Donate to an anarchy server yourself to help cover their costs Look, I'm going to be blunt. You mention: But, from what I've seen, you've put in about as much effort into what you want to achieve as the stereotypical cancel culture slacktivist that's commonly found on Twitter X.
  5. That explains the lack of Sosa in the NA WizDen servers. What's the new game, if you don't mind me asking? And are you planning to continue making YouTube videos?
  6. I've hardly followed the development of SS14 and heard contradicting statements about this subject, so I have no idea if the point of the upstream is or was to be SS13-like. But I do understand it being frustrating with the upstream doing its own thing either way. I've never played SS13. I've only seen gameplay footage/reviews of it, most of which I watched before even playing SS14. So I don't know the intricate differences between UI and controls from SS13 compared to SS14. I've played SS14 for less then a year and I don't know if these storage systems have names, but I refer to them as weight, slot and grid inventory. So if I understood you correctly you prefer slot storage, which you say is also the one used by most SS13 servers. But what peaks my interest is what makes the grid storage feel uncanny and weird to you. I'm not here to argue with you, I'm just genuinely curious, because a large group of players indeed seem to dislike it. I do hope the current maintainers give enough thought to how their contributions influence (future) fork maintainers, in regards to the longevity of the game. Personally, apart from needing to get used to a new system, I didn't really prefer any system over the other. If SS14 is to continue with the current system I hope it'll be possible to specifically have your backpack and belt open at the same time, a number next to stackable item icons (e.g. steel) and the ability to rotate the grid itself (see image). Although maybe these ideas were had and thrown out for reasons I haven't thought of yet. I can't wait 'til I code it!
  7. For context: I've never said anything along these lines and have no idea what it's like maintaining a fork. But I don't understand what you're trying to say. You can play on WizDen without paying for anything and if you dislike which way the maintainers are heading the game everyone is free to take what's there and head their own way. I imagine this takes a large amount of effort, seeing as someone will be working on this on their own, apart from anyone that decides to help them. But replying like @deltanedas did to @EVIL_ED seemed reasonable, although maybe unproductive seeing as the latter already mentioned why they don't play on other servers. From my perspective both you and EVIL_ED come across as feeling entitled to the time and effort of other people. Why should WizDen maintainers have to be concerned about if fork maintainers can use their creations/changes? Maintaining a fork sounds like a lot of work, I don't think anyone disagrees with that. But why should it be anyone else's problem that you don't enjoy the grid system?
  8. Admins not even trying to hide their biases, smh No need to imagine, just go on Miros when the panic bunker's off.
  9. I would like to necro comment on an older post in this thread from @Changeling about equal outcomes get equal treatment. I disagree, it looks like an arbitrary and metagamey distinction to me. A lot of the things you mentioned in your post already lead to confiscation and brigging. Possession of (makeshift) cuffs by non-sec isn't allowed, let alone restraining someone. Lube foam, I'm assuming you mean via modular grenades, is usually considered possession of restricted gear and vandalism when used. I don't feel like a clown/mime slipping people (within reason) is anything more then a harmless prank unless it hinders an arrest for example, which is also already punishable. Would this mean security needs to do a shift start department raid on the soap armory, AKA the janitorial closet, like when galoshes were available at the JaniDrobe? Would this mean bananas should be considered Walmart Gatfruits, because eating will grant a (stun)weapon? Should security be allowed to confiscate a musician or bartender's sunglasses because the intended use for the item is flash protection? Should bartenders only be allowed to serve water and soda because alcohol poisons crewmembers? You get the idea. I think that LRP law addressing behavior purely from a mechanical perspective doesn't feel intuitive and will lessen people's enjoyment of the game.
  10. I've seen a SecOff (not a cadet) go back and forth with a HoS and making a big stink after over not being allowed to wear the web vest that spawns in Marathon maints. Arguing that the description doesn't mention it being a syndicate item, rather it just being a really good armor vest. So yeah, I completely agree. An all inclusive list isn't what I'm hoping for, rather I would like as clear as possible guidelines on when something should be confiscated. For example, I'd argue that: Security can confiscate any item if they deem it in the best interest of the safety of the station. Security will be held fully accountable for their actions if they exercise this privilege (blatant plagiarism of the golden rule). Any item that a crewmember has access to on the station (excl. maint) is not restricted for them, e.g. a passenger is allowed to wear insulated gloves because a pair spawns inside of the tool storage. It should be clear if this includes uncommon spawns, like the combat gloves that spawn inside atmos on some stations. Any uplink item that cannot be found outside of maint on the station is considered contraband. Confiscating non-related items to a crime (e.g. insulated gloves when detainee assaulted a bartender with a crowbar) may only be done if security believes the item in question is very likely to be used to commit a crime in the future. Apart from that, some thoughts I had about the mock-up I made. I like the idea @deltanedas mentioned about security PDAs being able to scan items, maybe SecHuds could be used for this purpose as well or maybe instead. If items were to get affiliations attached to them I think that there should be non-affiliated items, especially for things like non-corporate common clothing. I'm unsure what the maintainers mean by "gamey", perhaps affiliation should only be visible upon further examination by pressing a button. So there could be a button added next to the view stats button on hardsuits: The low/medium/high were the first thing that came to mind on how to convey that I think some items should be shown to be more restricted then other restricted items. I'm sure the maintainers can come up with a better way to showcase this.
  11. The biggest grey area I've encounter when playing is what is and isn't considered contraband, confiscation of items and brig times. As far as I'm aware the contraband lists from the Standard Operating Procedure (SOP) do not apply to LRP because Space Law is only considered to be a guideline (rule 21.10) there, but Security should still have a good reason for confiscating an item (rule 21.5). Factors that I've seen being considered when confiscating include: Static spawns (e.g. shift start tool storage free-for-all, web vest in Marathon maints) Possible maint loot (e.g. chest rig from a maintenance closet) Situational uses (e.g. magboots for artifact research) Mistakable for the real deal (e.g. toy sword and tacticool clothing) An item being restricted would be considered a good reason for confiscating, but we're not following SOP. A contentious item would be insulated gloves, with Security and Command being inconsistent when dealing with these. I've seen them confiscated on green alert from passengers who's committed no crimes, justifying it by saying a passenger has no need for insulated gloves. I would argue a passenger could still has as much of a licit reason to carry insulates as a wrench for example, yet one of these is confiscated way more often. I've also seen items be confiscated for uncorrelated crimes, e.g. confiscating insulated gloves when someone assaulted a bartender with a crowbar. I would suggest a way to show players more information about items (see below) and I'm hoping for more thorough contraband lists that become part of LRP server rules. I think it's less important what's considered contraband and that it's more important that everyone has the same understanding of what is considered contraband. Maybe I'm too optimistic in thinking it'll help Security (Cadets) feel more justified and less of a buzzkill when confiscating and make searched crew/detainees feel less 1984'd. What I'm suggesting is adding an icon of the affiliation of the item (Nanotrasen, Syndicate or Freelancer) and what the item is restricted to or is considered contraband. Images provided are what the finalised UI should look like, any adjustment or improvement will force me to sue the Wizards: These ratings could also be used when considering when someone is a confirmed Syndicate (balloon and mosin aren't "high" because you can find them in maint). TL;DR: GET THOSE BLACK SYNTHETIC FIBER COVERED CLAWS OFF OF MY INSULATES, SHITSEC
  12. Being more civil then Discord and YouTube comments isn't something one should ever pat themselves on the back for. It sounds like you're using LMB on the button bottom right of storage items to open them. I'd recommend you instead hover of the storage item you want to open (the item itself, not the tiny button) with your mouse and press E to open them.
  13. I didn't mind the previous storage rework and I don't mind the current grid storage, it'll just take some getting used to. But a few tweaks, that in all likelyhood are already being/have been considered, that I hope the contributors add are: Being able to open multiple grids Add a number to stacks Ability to rotate the grid itself Quick swapping Maybe I'm failing to see the obvious, but could you elaborate on why having infinite UI windows is that bad? Is it powergaming? Does it lead to a bad user experience? Do you mean disabling the ability to open nested storage while it's nested, e.g. the inability to open a survival box while it's inside a backpack? You're out of line @lonesoldier55, wait 'till HR hears about this.
  14. Posting the answer to my own question here in case anyone else wants to know the same thing. Recipe for medicated suture: Recipe for regenerative mesh: This seems to have been changed, atleast I can't get the recipe to work with just 1 of each bas med.
  15. Seeing that as a rat king doesn't have access to comms we don't know if the captain consulted anyone before acting. But based on the context provided by @kevinjanius I'm going to assume he didn't. What we do know is that a head of staff informed command via comms that there's a giant, seemingly nonantagonistic, talking rodent trespassing on Nanotrasen's property. With the captain being a commissioned officer (assuming to be trained and experienced), who's responsible for the entire station, I would argue that he acted poorly, both IC and OOC. Command/sec being held to a higher standard and it being MRP. IC he's escalating a situation with a intruder who seems to be able to be reasoned with, possibly needlessly endangering crew and station property. Endangering himself by hunting the creature alone instead of delegating it to HoS/sec. All the while there were no reports of any hostilities against the crew. It seems he didn't even meet what @gostt said what was sorta needed, namely screaming. OOC is where I find myself having more of an issue with how the captain handled the situation. He removes an uncommon neutral ghost role (different from an antagonistic, nontalking, giant spider IMO), from the round and prevents any other possible interactions between the rat king, the crew and himself. The captain could've questioned the sanity of his command staff for trusting a giant rodent, talking out loud so the rat king is in on it. I think valid hunting like this is a less interesting way to interact with the game and a bit inconsiderate of other players' enjoyment. TL;DR: Do I think the captain broke any rules? No. Would I encourage him to interact more with other players? Yes.
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